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Everything posted by BTB

  1. And Leap Anywhere kind of obsoletes that, anyway.
  2. They're missable if you never encountered their respective formations, yes.
  3. Blame @Emmy it was her idea.
  4. Possibry. That sounds like a bug we may have addressed in recent memory.
  5. There's not sufficient screen real-estate to make the last two happen; the first is something Synchysi has explained int he past and could probably do so better than I. I think it's a compression thing.
  6. The multiple-party setup has nothing that affects warping, and while you cannot warp out of the Phoenix Cave in vanilla, we enabled it in Brave New World. And you can warp put of Kefka's Tower in either case.
  7. When 1.9.1 comes around, I'll probably add to it. I just haven't really fucked around much with alternate sprites since I was never really interested in the ones that put more clothes on Celes >.>
  8. Download Brave New World Here (New to Brave New World? Want to know what it's all about? Check out the Readme here or our list of Frequently Asked Questions.) It's that time again, my friends! After a beta cycle that went on much longer than we were expecting, Brave New World 1.9.0 is officially released today. The major features of this update include tying the game's cover and counter-attack mehcanics to stamina (the 'ol tank & spank) courtesy of Seibaby and one of the holy grails of FF6 modding in the form of GrayShadow's in-battle spell patch. There's also a lot more goodies in the Unlockme, including boxart courtesy of Shane at RetroGameCases and a little something special to snap into from our good friend and partner in crime Bauglir. As always, many of the changes in this update are largely inspired by the feedback I get from players who stream on Twitch or post videos on Youtube. I take something away from every playthrough I watch, and more and more with each passing update, Brave New World truly is the work of the amazing community that surrounds it. I can honestly say that the humble project Synchysi and I began work on over six years ago would never be what it is today without all of you, and for that and much else I am eternally grateful. I don't know what the future holds for this mod, but I am certain that you all will be a huge part of it. What's new in 1.9.0: Brave New World is now available as a reproduction cartridge courtesy of our good friends at Retro Circuits. And if liking things on Facebook is your bag, baby, then by all means go nuts.
  9. It's because the dogs counter magic. I'd consider it a bug, but I'm too amused at the idea of an abused animal turning on its handler to fix it.
  10. Mog Mascot with Attitude, Kupo! BASE STATS Vigor: 30 / Magic: 36 / Speed: 36 / Stamina: 30 HP: 120 / MP: 0 BatPwr: 24 / Def: 36 / M.Def: 36 / Blk%: 18 / M.Blk%: 18 EQUIPMENT Weapons: Spears, Rods, Maces, Thrown Weapons --- Shield: Heavy Shields, Light Shields, Elemental Guards Head: Helmets, Crowns, Hats Body: Heavy Armor, Medium Armor, Light Armor, Parkas, Robes, Vests SKILLS (Dance) Wind Song (plains) - focuses on healing (Stamina) and multi-target wind damage (Magic) Desert Aria (desert) - focuses on evasion with multi-target earth/wind damage (Magic) and some healing (Stamina) Forest Suite (forest) - focuses on status healing (Stamina) with assorted damage (Magic) Earth Blues (mountains) - focuses on single-target Earth damage (Magic) and Healing (Stamina) Dusk Requiem (caves) - focuses on fractional damage and instant death Love Sonata (town/factory) - focuses on restoring Mog's HP/MP with assorted damage (Magic) Water Rondo (river/underwater) - focuses on entirely on direct damage (Magic), mostly water and bolt/poison Snowman Jazz (snow) - focuses on heavy ice damage (Magic) with some evasion (Note: the "home" dance of the current terrain will always succeed; success of non-native dances is determined by Stamina) ---Jump (replaces Fight) - Fight (Vigor) + 100% damage (spears) or 50% (other weapons); ignores row ---X-Magic (replaces Magic) - cast two spells instead of one ESPERS Maduin - Magic+1/Stamina+1 --- 24 MP: defense-ignoring wind damage (Magic) on all foes Shoat - Magic+2 --------------------- 36 MP: sets Stone on all foes Palidor - Vigor+1/Speed+1 ----- 24 MP: party attacks with Jump (Vigor) Terrato - HP+60 ------------------- 64 MP: earth damage to all does (Magic) SPELLS Poison - Magic Bio - Magic Break - Magic Quake - Magic Doom Drain - Magic --- Rasp - Magic Muddle SleepX SlowX Haste Float
  11. The only dungeon I can think of where warping is disabled is Cyan's nightmare, and you can't leave it anyway...
  12. You don't have any Warp Whistles or the spell?
  13. Removing the ability to avoid random encounters altogether was a deliberate design decision because otherwise the game is just boss battles. The encounter rate itself is something that is currently being addressed:
  14. Yeah, this place is pretty much ID 2.0
  15. So, one of my "wish list" items for BNW at some point in the future is to bring back the "class" labels. Except rather than simply being a description of the character, it would reflect their esper build. Each character would have a "default" class that would eventually change depending on which esper they predominately use for EL growth (or remain the same for hybrid builds, for the sake of simplicity). If you've ever played Seiken Densetsu 3 or Sword of Mana, it's basically the same thing. Without further ado, here we go! Terra Mage (Base) Battlemage (Bismark) --- Morph delay is shorter; Break and Storm cast faster Black Mage (Maduin) --- MP+25%; all Fire/Ice/Bolt spells & Ultima cast faster White Mage (Unicorn) --- HP+25%; all Cure and Life spells cast faster Omega Mage (Tritoch) --- Regen MP while morphed; Remedy and Regen spells cast faster Red Mage (Phoenix) --- HP/MP+12.5%; Cure (1-2), Fire (1-2), and Life (1) cast faster Celes General (Base) Holy Knight (Ramuh) --- HP+25%; all Swords get some kind of bonus(?) Dark Knight (Phantom) --- No dual-wield damage penalty; Merton and Demi/Quartr cast faster Valkyrie (Crusader) --- Inherent Cover; Safe and Haste cast faster Vanguard (Alexandr) --- Inherent Counter; Life and Regen spells cast faster Magic Knight (Siren) --- Runic restores 2x MP; all Ice & Bolt spells cast faster Holy Mage (Shiva) --- MP+25%; Holy, Merton, and all Cure spells cast faster Cleric (Seraph) --- HP+25%; Rerise, Remedy, and all Cure spells cast faster Locke Rogue (Base) Fighter (Ramuh) --- Critical Attack rate up; all Swords get some kind of bonus(?) Paladin (Kirin) --- All Shields get some kind of bonus(?); Cure (1-2) cast faster Thief (Ifrit) --- Steal always succeeds; Drain and all Bolt spells cast faster Red Mage (Phoenix) --- HP/MP+12.5%; Cure (1-2), Fire (1-2), and Life (1) cast faster Edgar Engineer (Base) Alchemist (Siren) --- Status-setting attacks/spells ignore enemy stamina; gain elemental resistance from equipped weapons Sentinel (Golem) --- Inherent Counter; Tools delay is shorter Spartan (Unicorn) --- All Shields get some kind of bonus(?); Safe and Slow spells cast faster Dragoon (Palidor) --- Two-handed damage bonus is 75% instead of 50%; Haste and Float spells cast faster Sabin Monk (Base) Shaman (Stray) - AKA "Stam-WOW" Sabin --- HP Regen rate is doubled; gain elemental resistance from equipped weapons Godhand (Golem) - AKA "Slap-Chop" Sabin --- Critical Attack Rate Up; Blitz delay is shorter Guardian (Terrato) - AKA "Schticky" Sabin --- Inherent Cover; Sleep and Drain spells cast faster Cyan Samurai (Base) Swordsmaster (Bismark) --- +25% Physical Damage; Bushido delay is shorter Templar (Kirin) --- Inherent Cover; Cure spells cast faster Vanguard (Alexandr) --- Inherent Counter; Life and Regen spells cast faster Shadow Ninja (Base) Assassin (Phantom) --- Critical Attack rate up; Pre-Emtpive Attack rate up Shinobi (Fenrir) Gau Hunter (Base) Beastmaster (Stray) Berserker (Fenrir) Setzer Gambler (Base) Undertaker (Shoat) - AKA "Slotzer" --- No dual-wield damage penalty; Doom and Poison/Bio cast faster Pilgrim (Starlet) - AKA "The Bank"(*) --- Inherent Counter; Remedy and Regen spells cast faster Cleric (Seraph) --- HP+25%; Rerise, Remedy, and all Cure spells cast faster Mog Moogle (Base) Druid (Shoat) --- Summon delay is shorter; Break, Quake, and Poison/Bio cast faster Geomancer (Maduin) --- Dance always succeeds; (?) Dragoon (Palidor) - AKA "Mogoon" --- Two-handed damage bonus is 75% instead of 50%; Haste and Float spells cast faster Guardian (Terrato) --- Inherent Cover; Sleep and Drain spells cast faster Strago Blue Mage (Base) Sorcerer (Zoneseek) --- MP+25%; X-Zone, Dark, and Ice spells cast faster Wizard (Shiva) --- +25% Magical Damage; Stop and Osmose spells cast faster Sage (Odin) --- HP Regen rate is doubled; Lore delay is shorter Relm Pictomancer (Base) Sorceress (Zoneseek) --- MP+25%; Meteor, Flare, and Fire spells cast faster Priestess (Starlet) - AKA "Love You Long Time" Relm --- Summon delay is shorter; Rerise, Remedy, and Regen spells cast faster Illusionist (Ifrit) --- Brushes may set image; (?) Gogo Mime (Duh) Umaro Yeti (Double Duh)
  16. Just to clarify for anyone confused by the title, this was a hack that was intended to go into 1.9.0, but was removed because it wasn't working properly.
  17. Any familiarity with how Civilization games work at all is half the battle; beyond that it's just the subtleties of how 3 is different. I'd suggest giving the tutorial in vanilla Civ3 a quick whirl and you'll probably pick things up pretty quick. I also rewrote the Civilopedia from scratch to function as a help file, so there's also that.
  18. The recent re-release (or something to that effect) of Civilization III on Steam or some shit has prompted me to blow the dust off of one of my earliest modding projects and clean it up for an official release. If you've ever played Brave New World, you know what to expect with what I've done to the game. I am officially classifying this as a beta release until I can clean up the included Readme, get some screenshots, and decide what all else I want to do with it. I would ask anyone who plays to please read through all of the in-game help files, not just because that's how you find out what all is different in the mod, but because A) I need feedback on how helpful it is, and B) there's probably a mistake in there I missed, and even more probably a lot more than that. Please check all of the links in particular and make sure that they resolve to valid pages (I did mention that I re-wrote the entire in-game help system from scratch, right?). Thanks to everyone who checks this out.
  19. These will be great for any future testing. If you can grab some WoR saves, as well, that'd be super.
  20. Celes Chere Dog of the Empire BASE STATS Vigor: 36 / Magic: 36 / Speed: 36 / Stamina: 36 HP: 120 / MP: 30 BatPwr: 36 / Def: 42 / M.Def: 30 / Blk%: 12 / M.Blk%: 6 EQUIPMENT Weapons: Swords, Maces, Thrown Weapons --- Shield: Heavy Shields, Light Shields, Elemental Guards Head: Helmets, Veils, Crowns, Hats Body: Heavy Armor, Medium Armor, Dresses, Robes, Vests SKILLS Runic - nullify the next black, gray, or white spell cast by any character (friend or foe) and absorb its MP cost ??? - Stamina/HP ESPERS Ramuh - Vigor+2 ----------------------------- 48 MP: bolt damage (Magic) on all foes Siren - Magic+1/Speed+1 ---------------- 12 MP: sets Bserk on all foes Shiva - Magic+2 ----------------------------- 48 MP: ice damage (Magic) on all foes Phantom - Vigor+1/Stamina+1 ------- 12 MP: sets Vanish on party Seraph - HP+30/MP+15 ---------------- 72 MP: sets Rerise on party Alexandr - HP+60 ------------------------ 80 MP: holy damage (Magic) on all foes Crusader - Stamina+1/Speed+1 --- 99 MP: massive non-elemental damage (Magic) on all foes SPELLS Ice (lv. 6) Ice 2 Ice 3 (lv. 24) Bolt Bolt 2 Bolt 3 (lv. 30) Holy Merton Demi (lv. 18) Quartr (All of Celes's black spells except Demi/Quartr scale with Magic) --- Mute Sleep Slow (lv. 12) Safe (lv. 21) Haste Float Scan (lv. 9) Dispel --- Cure (lv. 1) - Magic Cure 2 (lv. 15) - Magic Life Rerise Remedy - Stamina Regen - Stamina
  21. If I can free up two bytes somewhere to slip a FB 02 into his script, that'll fix it.